hello, I want to work again on my track but i'm a little stuck because I don't know how to proceed... my main concern is that i feel i did something wrong but i cant put the finger on it...
The DIP is quite high for such a small track, on a simple screen 1980x1080 i'm between 1200-1600, when i compare to the track Deepforest, which is far more complex with a lot more details, materials, etc with the same car/grassfx settings, the DIP goes around 600-1000...
before I was even higher above 3000-4000 sometimes and it lagged and every time i changed a something in my 3D model, importing the fbx in kseditor took hours and I was going crazy...
So i started optimized everything, starting with the workflow.
Rhino ==> .fbx ==> kseditor ==>.kn5
When i started this project, I had one fbx file for the whole track, that was getting bigger and bigger and took a lot of time to export and to load into kseditor. the most frustrating part was when everything opens black again and i had to retexture everything... I did it many many times.
until i found out you can split your .kn5 simply by using the model.ini file(
3)
Now i export separate fbx files for every different parts of the track: the track itself with it's roadside, the landscape, the cones, the lampost, the trees, etc... every .FBX files is in it's own directory with it's own texture directory. so there are few textures in each this way I don't get lost and it is so much easier. the exports take seconds and the loading time in kseditor is greatly reduced. and when it won't load, i know there is a problem and i know what part of the track is causing the problem.
another advantage is to make variant very easily loading different combinasons of .kn5 in the models.ini file swithching them on an off using ;; in front of a line.
Using this method, I checked the DIP for the track alone with the landscape: already around 700....
is it high? I think it is because when i add the trees and treelines it is already beteween 1000-1200
this is really frustrating because i did everything I've found these threads : (
1,
2, ) many times I reduced the polygon count for the track, created separate invisible physical mesh, splitting the mesh into 400m segments, splitting the landscape into segment also... Well it helped me a lot, it drasticaly reduced the DIP to an acceptable level, but it is still high and i don't understand why...
The total polygon count for the whole track with trees and flowers and tyres ans lightning tower is around 1 090 190 triangular polygons...
the whole basic setup including the track, the roadside, the white\yellow lines, the field and the landscape has only 238 512 total triangular polygons... The track has still low poly i would like to increase the density of the physical mesh but i'm afraid that it will increase the DIP also...
this use only less than 10 materials:
one NULL.DDS for the phys
one multilayer for the road, (religiously following theses great advices (
4)
one multilayer for the roadside only to have the same gravel color at the junction,
one for the yellow line, (ksPerPixelAT blend mode alphatest)
one for the white lines (ksPerPixelAT blend mode alphatest)
one for the pit, (ksPerPixelNM)
one for the sarting line, ksperpixel
one for the fields
one googleaerial map for the surrounding
I don't understand!!
thanks for any advices
Martin